public override void Load() { actor = Game.Scene.CreateActor(); actor.SetPosition(0, 0, 0); actor.LoadTVA("Characters/Dwarf/idle.TVA"); actor.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NONE, 0, 1); actor.SetScale(10, 10, 10); base.Load(); }
public override void Load() { base.Load(); int IdMat = Game.Materials.CreateLightMaterial(1, 1, 1, 1, 0.025f, 0, "WarriorMat"); tvActor = Game.Scene.CreateActor("player"); tvActor.LoadTVA("Characters/Player/Man/bind.TVA"); tvActor.SetMaterial(IdMat, -1); tvActor.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NONE, 0, 1); tvActor.SetScale(15f, 15f, 15f); TV_3DVECTOR position = playerService.getPosition(); tvActor.SetPosition(position.x, position.y, position.z); animationService.registerActor(CharacterName.PLAYER, this); CharacterAnimState = CharacterAnimationState.AREACAST; animationService.changeAnimation(CharacterAnimationState.IDLE, CharacterName.PLAYER); }
public Mesh(ICore core, ProgramSettings settings, string fileName) : base(core) { this.core = core; this.settings = settings; mass = 0f; staticFriction = 0.9f; kineticFriction = 0.5f; softness = 0.1f; bounciness = 0.1f; materialIdx = -1; SetMaterialToCustom(); FileName = fileName; customTexture = string.Empty; //Name = fileName.Split(new[] { '\\' }).Last(); PhysicsId = -1; enableLightning = true; Name = core.GetName <Mesh>(); string ending = fileName.Split(new[] { '\\' }).Last().ToUpper(); mesh = core.Scene.CreateMeshBuilder(); if (ending.EndsWith(Helpers.GetFileExtension(Helpers.FileFormat.TVM))) { mesh.LoadTVM(fileName, true, false); } else if (ending.EndsWith(Helpers.GetFileExtension(Helpers.FileFormat.X))) { mesh.LoadXFile(fileName, true, false); } else if (ending.EndsWith(Helpers.GetFileExtension(Helpers.FileFormat.TVA))) { TVActor actor = core.Scene.CreateActor(); actor.Load(fileName, true, false); mesh = actor.GetDeformedMesh(); core.Scene.DestroyAllActors(); IsAnimated = true; } else { return; } mesh.EnableFrustumCulling(true, true); mesh.ComputeNormals(); mesh.ComputeBoundings(); mesh.ComputeOctree(); mesh.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL); mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ALPHA); mesh.SetAlphaTest(true); mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED); mesh.SetShadowCast(true, true); lightmapIdx = mesh.GetTextureEx((int)CONST_TV_LAYER.TV_LAYER_LIGHTMAP); textureScale = new UV(1.0f, 1.0f); LoadTextures(); UniqueId = mesh.GetMeshName(); }
public override void Load() { base.Load(); int IdMat = Game.Materials.CreateLightMaterial(1, 1, 1, 1, 0.025f, 0, "WarriorMat"); tvActor = Game.Scene.CreateActor(characterName.ToString()); tvActor.LoadTVA("Characters/"+characterName+"/bind.TVA"); tvActor.SetMaterial(IdMat, -1); tvActor.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NONE, 0, 1); tvActor.SetScale(15f, 15f, 15f); TV_3DVECTOR position = creatureService.getPosition(uniqueName); tvActor.SetPosition(position.x, position.y, position.z); animationService.registerActor(characterName, this); CharacterAnimState = CharacterAnimationState.AREACAST; animationService.changeAnimation(CharacterAnimationState.IDLE, characterName); }